So from the bits of gameplay we have we can already tell some important things about the way comboing might work in SFV.
https://www.youtube.com/watch?v=A79_DszqteU
At 0:32 - Chun Li jumps in with her fierce x2 target combo and chains it into what seems to be a launcher, she jump cancels and follows up with her air stomps… into what looks like an air spinning bird kick. Now I am not too sure about the last part because the trailer seems to cut and it COULD be that the air SBK is not from that same combo sequence. Ryu falls and she is able to kick him while he is on the ground. Now I don’t know if this is an OTG or a SFxT ground bounce that was just cut together to make it look like the same combo.
The game looks like it will be more chain/target combo focused. If that is the case then I am all for it. I always thought SFIV went overboard with the links.
What do you guys personally want out of the combo system? Do you want longer/shorter ones? Chains and target combos over links? Or even a buffering everything into supers approach like 3S.
The game definitely has SFxT ground bounce.
All I want is for the game to do away with SF4 style links. SFxT style links were miles better.
M.K.E
3
The game definitely looks like it has links judging by the combo Ryu did at the end
It most definitely has SFxT elements to it (which is an excellent thing), some hints of Ki (possibly element mode aka instinct mode), Then it seems to bring back certain things like grooves (maybe but that’s a stretch of the footage seen), GB, and some new mechanic. All in all I’m liking it so far. I just hope Boost combo’s won’t exist. I also hope they have rolls (sfxt style) and alpha counters.
Not sure how i feel about ground bouncing. There’s nothing more anticlimactic than being bounced and getting finished off by a sweep or some lame shit.
One thing I noticed about those Power Up moves, is you never see two specials in one cut. I think what it could possibly be is some sort of EX storage. Like once you use the charge move, your next special will be powered up, similar to an EX move. This would be an interesting way to keep the combo system balanced with the addition of launchers and ground-bouncing, not allowing more than one EX in a combo.
I know the hardcore gamers are gonna be pissed, but I’d prefer like a 3frame window to enter your next link attack. I think BB had something similar to this. Like if you input your attack within three frames of your prior one finishing, the next one comes out immediately after. It’s like a compromise between pure linking and straight up chains. I’m not a fan of chains; it just takes away a lot of the depth behind startup and recovery frames that make attacks unique.
I dunno. To me I rather be precise. That way I won’t get screwed up in thinking I did a move then a few frames later another move comes out. I think precise is better. Leads to less confusion at the cost of harder to pull off.
I don’t think they should do away with links at all. I just think the combo system shouldn’t be so entirely dominated by them as it was in 4. I would say that having most characters bnbs/blockstrings = chains/target while the more situational/punishing/advanced combos use links (or both chains AND links) would be a far better approach.
d3v
10
One thing I’ve noticed is that there seems to be more juggling in this. Hopefully it’s more like 3S juggling and not IV’s juggle potential system.
I just hope that the game doesnt allow you to mash shit during block strings and if it does that it has a lot of true block strings.
rzalph
13
I think you are right about going into an “EX state” where you are now allowed to do EX moves (and possibly have other attacks/movement with altered properties). Or you can choose to forfeit “EX state” for a super.
After activation your bar will deplete until it times out or you use a super. Or maybe using EX moves depletes it faster.
Either way I think this will be the main meter mechanic in this game.
I also think you will gain meter by both attacking and receiving damage. That would allow for “comeback factor” while still continuing to reward offensive play.
I’m still wondering about how many stocks/portions of meter this system would work with? What do y’all think?
d3v
15
Yeah, that seems to be the case, V-trigger = free EX moves as well as changed normal proeprties.
The more the combos work like Vampire Savior, the happier I’ll be.
GenUser
17
I wonder if you can juggle wit supers off a ground bounce a la x tekken
Where can I watch that ultra david/Chen video? I’m so starved for content on this game that isn’t crying YouTube xbots.
rzalph
18
I would guess yes. I would imagine it would be one of the more common ways to super, but who knows.
I can’t wait for this weekend to see some more footage!
Cestus
20
Who remember Soul Charge from Soul Calibur?
My first impression of V-trigger kinda remind it
Riot55
21
No long link-based combos! Hate all the 1F links in SF. I don’t know about TOTAL chaining, but coming from Marvel I kind of enjoy it in a faster game anyways. A similar system to SFxT wouldn’t be terrible in my opinion. I like the shorter, poke-based gameplay like in Third Strike where you didn’t have 6 hit combos with a bunch of super tight frame links.
A system like that would make it play better online. That was a problem with IV, if the connection wasn’t perfect and you were playing a heavily link based character, there’s a good chance a lot of your combos wouldn’t work if you weren’t ready for the shitty connection.
I’m curious to see what they do with the netcode. Online hasn’t been much better than 3SO and BlazBlue so here’s hoping they go more that route.